use crate::{ comp::{ inventory::{ item::{armor::Protection, tool::ToolKind, ItemKind}, slot::EquipSlot, }, Body, BuffKind, Health, HealthChange, HealthSource, Inventory, }, uid::Uid, util::Dir, }; use inline_tweak::*; use serde::{Deserialize, Serialize}; use vek::*; #[derive(Copy, Clone, Debug, Eq, PartialEq, Serialize, Deserialize)] pub enum GroupTarget { InGroup, OutOfGroup, } #[derive(Copy, Clone, Debug, Eq, PartialEq, Hash, Serialize, Deserialize)] pub enum DamageSource { Buff(BuffKind), Melee, Healing, Projectile, Explosion, Falling, Shockwave, Energy, Other, } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Damage { pub source: DamageSource, pub value: f32, } impl Damage { /// Returns the total damage reduction provided by all equipped items pub fn compute_damage_reduction(inventory: &Inventory) -> f32 { let protection = inventory .equipped_items() .filter_map(|item| { if let ItemKind::Armor(armor) = &item.kind() { Some(armor.get_protection()) } else { None } }) .map(|protection| match protection { Protection::Normal(protection) => Some(protection), Protection::Invincible => None, }) .sum::>(); match protection { Some(dr) => dr / (60.0 + dr.abs()), None => 1.0, } } pub fn modify_damage(self, inventory: Option<&Inventory>, uid: Option) -> HealthChange { let mut damage = self.value; let damage_reduction = inventory.map_or(0.0, |inv| Damage::compute_damage_reduction(inv)); match self.source { DamageSource::Melee => { // Critical hit let mut critdamage = 0.0; if rand::random() { critdamage = damage * 0.3; } // Armor damage *= 1.0 - damage_reduction; // Critical damage applies after armor for melee if (damage_reduction - 1.0).abs() > f32::EPSILON { damage += critdamage; } HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, } }, DamageSource::Projectile => { // Critical hit if rand::random() { damage *= 1.2; } // Armor damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, } }, DamageSource::Explosion => { // Armor damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, } }, DamageSource::Shockwave => { // Armor damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, } }, DamageSource::Energy => { // Armor damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, } }, DamageSource::Healing => HealthChange { amount: damage as i32, cause: HealthSource::Heal { by: uid }, }, DamageSource::Falling => { // Armor if (damage_reduction - 1.0).abs() < f32::EPSILON { damage = 0.0; } HealthChange { amount: -damage as i32, cause: HealthSource::World, } }, DamageSource::Buff(_) => HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, }, DamageSource::Other => HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, }, } } pub fn interpolate_damage(&mut self, frac: f32, min: f32) { let new_damage = min + frac * (self.value - min); self.value = new_damage; } } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub enum Knockback { Away(f32), Towards(f32), Up(f32), TowardsUp(f32), } impl Knockback { pub fn calculate_impulse(self, dir: Dir) -> Vec3 { match self { Knockback::Away(strength) => strength * *Dir::slerp(dir, Dir::new(Vec3::unit_z()), 0.5), Knockback::Towards(strength) => { strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.5) }, Knockback::Up(strength) => strength * Vec3::unit_z(), Knockback::TowardsUp(strength) => { strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.85) }, } } pub fn modify_strength(mut self, power: f32) -> Self { use Knockback::*; match self { Away(ref mut f) | Towards(ref mut f) | Up(ref mut f) | TowardsUp(ref mut f) => { *f *= power; }, } self } } pub fn get_weapons(inv: &Inventory) -> (Option, Option) { ( inv.equipped(EquipSlot::Mainhand).and_then(|i| { if let ItemKind::Tool(tool) = &i.kind() { Some(tool.kind) } else { None } }), inv.equipped(EquipSlot::Offhand).and_then(|i| { if let ItemKind::Tool(tool) = &i.kind() { Some(tool.kind) } else { None } }), ) } fn max_equipped_weapon_damage(inv: &Inventory) -> f32 { let active_damage = inv.equipped(EquipSlot::Mainhand).map_or(0.0, |i| { if let ItemKind::Tool(tool) = &i.kind() { tool.base_power() * tool.base_speed() } else { 0.0 } }); let second_damage = inv.equipped(EquipSlot::Offhand).map_or(0.0, |i| { if let ItemKind::Tool(tool) = &i.kind() { tool.base_power() * tool.base_speed() } else { 0.0 } }); active_damage.max(second_damage) } pub fn combat_rating(inventory: &Inventory, health: &Health, body: &Body) -> f32 { let defensive_weighting = tweak!(1.0); let offensive_weighting = tweak!(1.0); let defensive_rating = health.maximum() as f32 / (1.0 - Damage::compute_damage_reduction(inventory)).max(0.00001) / 100.0; let offensive_rating = max_equipped_weapon_damage(inventory).max(0.1); let combined_rating = (offensive_rating * offensive_weighting + defensive_rating * defensive_weighting) / (2.0 * offensive_weighting.max(defensive_weighting)); combined_rating * body.combat_multiplier() }